Fix inconsistent EOL
This commit is contained in:
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readme.md
180
readme.md
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- [JabyEngine](#jabyengine)
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- [About](#about)
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- [How to build](#how-to-build)
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- [Building `Tools` (without VS Code)](#building-tools-without-vs-code)
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- [Building `JabyEngine` (without VS Code)](#building-jabyengine-without-vs-code)
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- [Building support library (without VS Code)](#building-support-library-without-vs-code)
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- [`FontWriter` (without VSCode)](#fontwriter-without-vscode)
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- [Building `PoolBox` (without VSCode)](#building-poolbox-without-vscode)
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- [Media creators](#media-creators)
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- [JabyEngine](#jabyengine-1)
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- [PoolBox](#poolbox)
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- [Special thanks](#special-thanks)
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# JabyEngine
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## About
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JabyEngine is my personal attempt to eventually make my own PS1 game from "ground up". Originally I didn't indented to release this code publicly but recently I decided to give it a try. If you read this, thank you!
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## How to build
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JabyEngine can be build with a docker image using `podman`. Simply run the `install.sh` script from the `podman` folder and you should be good to go.
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`podman_jaby_engine.sh` allows you to easily run the docker image for builds:
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`podman_jaby_engine.sh <project mounting folder>:<working directory relative to project mounting folder> <Command to run> <Arg1> <Args2> <...>`
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The following environment variables should be set:
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* `JABY_ENGINE_PATH`: The path to the root folder of this repo. If you used the `install.sh` script and the environment variable was not set, the script will have set it to the folder. Restarting the shell or VS Code might be required.
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* `PSX_LICENSE_PATH`: The path to a folder containing the PS1 licenses for generating a CD.
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Additionally you can also specify the following optional environment variables:
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* `JABY_ENGINE_NO_DOCKER`: Turns off the usage of `podman` for builds. This is only recommended for specific development.
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VS Code has build targets set for all the projects which should be build in this order:
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* `src/Tools/Tools.code-workspace`: Build all tools
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* `src/Library/Library.code-workspace`: Build JabyEngine for the configurations you need
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* `support/src/SupportLibrary.code-workspace` (optional): Build for using support code
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* `examples/PoolBox/PoolBox.code-workspace`(optional): Build for an example "game"
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### Building `Tools` (without VS Code)
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`make` requires the following values to be passed:
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* `CARGO_CMD`: `build`
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* `BUILD_PROFILE`: `debug`/`release`
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### Building `JabyEngine` (without VS Code)
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`make` requires the following values to be passed:
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* `BUILD_PROFILE`: `debug`/`release`
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* `PSX_TV_FORMAT`: `PAL`/`NTSC`
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* `CUSTOM_CONFIG`: Empty or folder name under `./config`
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### Building support library (without VS Code)
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These projects shall eventually turn into useful extensions for the engine. So far they are more tests then proper code. However `PoolBox` is depended on `FontWriter`.
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#### `FontWriter` (without VSCode)
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`make` requires the following values to be passed:
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* `BUILD_PROFILE`: `debug`/`release`
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### Building `PoolBox` (without VSCode)
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`PoolBox` is the one and only example project so far.
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`make` requires the following values to be passed:
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* `BUILD_PROFILE`: `debug`/`release`
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* `REGION`: `SCEE`/`SCEA`/`SCEI`
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* `CUSTOM_CONFIG`: Empty or folder name under `$(JABY_ENGINE_PATH)/config`
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# Media creators
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## JabyEngine
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| Art | Author |
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|-----------------------------------------------------------------|------------------------------------------------------------|
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| `ressources\Splash_ntsc.png` <br/> `ressources\Splash_ntsc.png` | Niuka |
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| `bin/extern/32BIT.TMD` | http://psx.arthus.net/homebrew/assets/boot_logos/32BIT.TMD |
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## PoolBox
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| Art | Author |
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|-----------------------------------------------------------------|-------------|
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| `examples\PoolBox\assets\AllTheJaby.png` | Niuka |
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| `examples\PoolBox\assets\IconTexture.png` | Charlie Nax |
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| `examples\PoolBox\assets\Paco.png` | Paco |
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| Music | Author |
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|---------------------------------------------------------------------------|---------------------------------------|
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| `examples\PoolBox\assets\audio\apple.wav` | ??? |
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| `examples\PoolBox\assets\audio\blubb-mono.wav` | ??? |
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| `examples\PoolBox\assets\audio\Evacuation_cdda.wav` | Cody the white tiger |
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| `examples\PoolBox\assets\audio\Friendship_samp.wav` | From Dragon Quest VII |
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| `examples\PoolBox\assets\audio\jlbrock44_Three_Kings_Funk_cdda_ready.wav` | `Three Kings Funk` by spinningmerkaba |
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| `examples\PoolBox\assets\audio\OnMyOwn_BailBonds.mp3` | `On My Own` by Bail Bonds |
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# Special thanks
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* Cody the white tiger
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* Nicolas Noble
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* Pyravia
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* Sickle
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- [JabyEngine](#jabyengine)
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- [About](#about)
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- [How to build](#how-to-build)
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- [Building `Tools` (without VS Code)](#building-tools-without-vs-code)
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- [Building `JabyEngine` (without VS Code)](#building-jabyengine-without-vs-code)
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- [Building support library (without VS Code)](#building-support-library-without-vs-code)
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- [`FontWriter` (without VSCode)](#fontwriter-without-vscode)
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- [Building `PoolBox` (without VSCode)](#building-poolbox-without-vscode)
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- [Media creators](#media-creators)
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- [JabyEngine](#jabyengine-1)
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- [PoolBox](#poolbox)
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- [Special thanks](#special-thanks)
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# JabyEngine
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## About
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JabyEngine is my personal attempt to eventually make my own PS1 game from "ground up". Originally I didn't indented to release this code publicly but recently I decided to give it a try. If you read this, thank you!
|
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## How to build
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JabyEngine can be build with a docker image using `podman`. Simply run the `install.sh` script from the `podman` folder and you should be good to go.
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`podman_jaby_engine.sh` allows you to easily run the docker image for builds:
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`podman_jaby_engine.sh <project mounting folder>:<working directory relative to project mounting folder> <Command to run> <Arg1> <Args2> <...>`
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The following environment variables should be set:
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* `JABY_ENGINE_PATH`: The path to the root folder of this repo. If you used the `install.sh` script and the environment variable was not set, the script will have set it to the folder. Restarting the shell or VS Code might be required.
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* `PSX_LICENSE_PATH`: The path to a folder containing the PS1 licenses for generating a CD.
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||||
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Additionally you can also specify the following optional environment variables:
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* `JABY_ENGINE_NO_DOCKER`: Turns off the usage of `podman` for builds. This is only recommended for specific development.
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VS Code has build targets set for all the projects which should be build in this order:
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* `src/Tools/Tools.code-workspace`: Build all tools
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* `src/Library/Library.code-workspace`: Build JabyEngine for the configurations you need
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* `support/src/SupportLibrary.code-workspace` (optional): Build for using support code
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* `examples/PoolBox/PoolBox.code-workspace`(optional): Build for an example "game"
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### Building `Tools` (without VS Code)
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`make` requires the following values to be passed:
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* `CARGO_CMD`: `build`
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* `BUILD_PROFILE`: `debug`/`release`
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### Building `JabyEngine` (without VS Code)
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`make` requires the following values to be passed:
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* `BUILD_PROFILE`: `debug`/`release`
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* `PSX_TV_FORMAT`: `PAL`/`NTSC`
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* `CUSTOM_CONFIG`: Empty or folder name under `./config`
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### Building support library (without VS Code)
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These projects shall eventually turn into useful extensions for the engine. So far they are more tests then proper code. However `PoolBox` is depended on `FontWriter`.
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#### `FontWriter` (without VSCode)
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`make` requires the following values to be passed:
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* `BUILD_PROFILE`: `debug`/`release`
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### Building `PoolBox` (without VSCode)
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`PoolBox` is the one and only example project so far.
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`make` requires the following values to be passed:
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* `BUILD_PROFILE`: `debug`/`release`
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* `REGION`: `SCEE`/`SCEA`/`SCEI`
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* `CUSTOM_CONFIG`: Empty or folder name under `$(JABY_ENGINE_PATH)/config`
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# Media creators
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## JabyEngine
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| Art | Author |
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|-----------------------------------------------------------------|------------------------------------------------------------|
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| `ressources\Splash_ntsc.png` <br/> `ressources\Splash_ntsc.png` | Niuka |
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| `bin/extern/32BIT.TMD` | http://psx.arthus.net/homebrew/assets/boot_logos/32BIT.TMD |
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## PoolBox
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| Art | Author |
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|-----------------------------------------------------------------|-------------|
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| `examples\PoolBox\assets\AllTheJaby.png` | Niuka |
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| `examples\PoolBox\assets\IconTexture.png` | Charlie Nax |
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| `examples\PoolBox\assets\Paco.png` | Paco |
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| Music | Author |
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|---------------------------------------------------------------------------|---------------------------------------|
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| `examples\PoolBox\assets\audio\apple.wav` | ??? |
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| `examples\PoolBox\assets\audio\blubb-mono.wav` | ??? |
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| `examples\PoolBox\assets\audio\Evacuation_cdda.wav` | Cody the white tiger |
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| `examples\PoolBox\assets\audio\Friendship_samp.wav` | From Dragon Quest VII |
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| `examples\PoolBox\assets\audio\jlbrock44_Three_Kings_Funk_cdda_ready.wav` | `Three Kings Funk` by spinningmerkaba |
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| `examples\PoolBox\assets\audio\OnMyOwn_BailBonds.mp3` | `On My Own` by Bail Bonds |
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# Special thanks
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* Cody the white tiger
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* Nicolas Noble
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* Pyravia
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* Sickle
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